
トリンダメア
孤高の蛮王
- 体力
- 690(+128)
- 体力自動回復(5秒)
- 7.5(+0.81)
- マナ
- 100
- マナ自動回復(5秒)
- 0
- 攻撃力
- 54(+5.5)
- 攻撃速度
- 0.82(+2.2%)
- 物理防御
- 46(+3.9)
- 魔法防御
- 38(+2)
- 射程
- 175
- 移動速度
- 355
レベルごとの成長値
ステータス
基準日 2026-08-09直近7日間の推移
ダイヤモンド| ティア | 勝率 | ピック率 | バン率 |
|---|---|---|---|
| ノーマル | 53.0% | 3.5% | 21.8% |
| ダイヤモンド | 50.0% | 2.3% | 25.0% |
| マスター | 49.5% | 2.1% | 25.4% |
| グランドマスター | 50.5% | 1.9% | 11.1% |
| チャレンジャー | 48.9% | 1.9% | 9.8% |
コンボ · トリンダメア
Basic Poke & Trade
基本使用場面 Short trade in lane. Dash in with E, deal damage with basic attacks, and critical strikes shave E's cooldown for a quick reset
- Dash in
- 通常攻撃Basic attack
- 通常攻撃Critical strike reset
- Attack damage reduction, slow
- 通常攻撃Basic attack
ヒント Tryndamere has no animation cancel — just chain basic attacks as attack speed ramps. Use critical strikes to reset E for a re-engage or escape.
All-In Burst
中級使用場面 Committing to an extended basic-attack trade while W reduces the target's damage
- Dash in
- 通常攻撃Build Fury
- Attack damage reduction
- 通常攻撃Basic attack
- 通常攻撃Empowered basic attack
- Heal
ヒント Q heals more when Tryndamere has stored more Fury. Build Fury through basic attacks and save Q for the point where its healing is needed instead of consuming the resource early.
Undying Rage All-In
上級使用場面 Diving during R's 5 seconds of death immunity, then spending its 50 Fury on the finishing Q heal
- Dive in
- Immortal
- 通常攻撃Basic attack burst
- Attack damage reduction, slow
- 通常攻撃Basic attack
- Late heal
ヒント R can be cast while crowd-controlled, so activate it before lethal damage to remain unkillable for 5 seconds. Q consumes all remaining Fury to heal, so use it near the end of R, but secure an exit instead of assuming that heal will return Tryndamere to full health.
Flash Ambush + E Chase
上級使用場面 Flash onto a target out of E range, lock them with W, and keep E in reserve to chase or reposition if they flee
- フラッシュFlash in
- 通常攻撃Basic attack
- Slow, attack damage reduction
- 通常攻撃Basic attack
- Chase
- 通常攻撃Finisher
ヒント After flashing into range, keep E available for the target's escape instead of using it immediately. Critical strikes reduce E's cooldown, allowing another dash later in the chase.